Players can attempt durability repairs on stations/planets with Factories.
Each such attempt permamently lowers the maxiumum durability value, but
provides a chance to get current durability up.

Engineering: for equipment

Items with non-perfect durability can have marks such as "Mint", "Scratched",
"Used", "Failing" and "Broken" to denote their state.

Navigation

Sectors

A galaxy is broken down to a number of star systems (sectors),
connected by a network of jumpgates.

To travel inside the sector, Engines are used. Depending on Ship's
speed and the distance to travel, 1/8, 1/4, 1/2 or full power is
consumed.

Jumping between sectors requires activating a jumpgate, while being
close enough to it.

GPD protection

GPD protects their sectors from pirates and criminals. Those sectors
are mostly safe from both NPCs (PvE) and Players (PvP).

CONS protection

CONS protects their sectors from Player pirates (PvP), but they
don't get involved in Player-vs-NPC (PvE) fights.

Radar

Each ship is equipped with a radar, which allows Players to see
other ships in their sectors. In addition, stations, planets, asteroids
and missiles also show up on it.

Interacting with target normally requires one to be in range. While it's
not always a necessity, it always is for docking to stations, landing
on planets and activating jumpgates.

Map

The Map is revealed by visiting unknown sectors. Navigation skill
allows Players to see nearby sectors even without visiting them.

Players who have jobs with unvisited destinations can see them
on the map.

Stations

Merchant

Merchants buy and sell most existing items. Some items might be
missing from the stock.

Laboratory

Science laboratories sell Blueprints.

In addition, Laboratories allow Players to compile their own software
(if they have the source code).

Upgrades

Some stations provide Ship Upgrades, such as Cargo and Energy Capacity
and Hull Armor upgrades.

Bank Terminal

On stations with Bank Terminals, Players can withdraw their satoshi
from the game.

Job Terminal

Job Terminals provide listings of various simple quests for Players
to complete.

CONS Terminal

If it exists, CONS Terminal provides access to the Intergalactic
Marketplace.

Refinery

Allows Players to refine ore into plates and cut crystals into gems.

Factory

Allows Players to craft items (if they have the required blueprints).

Registry

Some stations can provide detailed information on any Player, squad,
ship or alliance upon request.

Additionally, Registries are used to register Squads and to form
Alliances.

Bar

Most stations have a bar. This is a place for brewing coffee,
buying drinks and participating in text quests.

Hangar

Hangars keep docked ships safe, while captains browse the stations.

Mining

Scanning

With Scanning Equipment, Players can pick a number of nearby asteroids
from their surroundings. Those asteroids are then tracked and can be
acted upon.

Tracking

The asteroids are tracked by the scanner for a certain amount of
"virtual minutes". Those minutes are subtracted each time a piece
of equipment (with a cooldown) is used. Once that tracking number
reaches zero, the asteroid is lost.

Prospecting

Each asteroid has unique mineral composition, normally of several
ore types, each better than the last.

Extracting

The actual ore extraction happens with the aid of Mining Lasers.

Asteroid's condition is depleted according to the equipment's Mining
Power and the amount of ore extracted is proportional to that.

Crafting

Refining

Smelting and gem cutting occurs in Refineries, which exist both on
Stations and Planets.

Players do not need specific blueprints or recipes to refine,
all such recipes are implicitly known.

While Refining, Players have chances to fail, burning some of the
source ingredients in the process. Different materials have different
refinement difficulty.

The following skills help avoid the "burn":

Smelting: plates, rods, alloys

Lapidary: gems

Blueprints

Blueprints are unique pieces of knowledge that can be acquired
by Players. Each blueprint allows one to craft a specific item
from the listed ingredients.

Manufacturing

Items could be crafted in Factories, which exist both on Stations
and Planets.

During crafting, Players can fail, burning some of the source
ingredients in the process. Different items have different
crafting difficulties.

The following skills help avoid the "burn":

Electronics: circuits

Munitioning: missiles and other ammo

Tinkering: components and simple machinery

Engineering: equipment and complex machinery

Combat

Range

If the target is out of range, any attempted action will induce
a penalty.

Aiming vs Evading

Each time an attack is performed, targets have a chance to evade
them, based on their Evading skill. The counter-weight for this
is Aiming skill, that increases the chances to hit. The range
is also taken into consideration.

Shields vs Damage

If shields are charged, they absorb both Ion and Hull damage.
The remaining, non-absorbed damage is then applied to the target.

Energy Weapons

Beam weapons deal larger amount of damage, but consume considerable
amount of energy and take some time to cooldown.

Pulse weapons deal smaller amount of damage, but consume less energy
and take less time to cooldown.

Projectile Weapons

Projectile weapons fire off rockets, that deal massive damage. Rockets
take time to hit, though. Rockets can also be reliably shot down by
beam and pulse weapons. Being in range increases acceleration stat
of the launcher.

Disruption

Weapons with Ion Damage can cause ship disruption. Ships in that
state can not use any equipment (including docking/landing gear).

Support Weapons

Some equipment allows Players to assist other ships, repairing
the hull, boosting their shields and cloaking them. Being in range
increases the output, along with the related skills.

Cloaking

Being cloaked allows Players to remain completely invisible to
other Players and NPCs for some amount of time.

In some circumstances, damage can still be applied to cloaked ships,
in which case they receive a high evasion bonus.

Using any equipment, except for Cloaking Devices, breaks the cloak,
revealing the ship.

With some luck (and skill), using Engines also doesn't break the cloak
(this is called stealth-jump).

Attacks perfromed by cloaked ships get high aim bonus (this is called
backstabbing).

Squad-mates can always see each other, despite the cloak status. Allies,
however, remain as oblivious as everyone else.

Ships vs Planets

Every piece of equipment that can deal Hull or Ion damage, can also
be used on a planet, dealing equal amount of Defense Grid or Shield
damage.

Defense Grids can return fire, adequate to their current charge.

Rockets fired upon Planets never miss.

Special Damage

Orbital Damage: the most devastating type of attack one can perform
on a planet. Oribtal Damage is unquantifiable. Does not apply to ships.

Biological Damage: can contaminate the planet. Can be applied to ships.

Marketplace

Intergalactic CONS Marketplace is a virtual platform (provided by CONS)
to facilitate trade between Players. Ship captains can use it to sell
various resources to each other.

To access the Marketplace, one should use a CONS Terminal, found
on many Stations and colonized Planets.

Ship Transfer

Planets and stations with access to CONS Marketplace can provide
ship transfer service for ships parked elsewhere.

The transfer cost depends on distance, ship type and fleet overhead.

Colonization

One thing to keep in mind: colonists are not items, they are human
beings with a free will. You don't get to control their lives directly.

Recruiting

You can recruit colonists from every inhabited planet, unless it's
forbidden by planetary laws. GPD-protected planets support freedom
of movement and tend to allow recruitment.

To recruit a colonist you have to spend some satoshi on the recruiting
campaign, which includes broadcasting on public comms, bribing local
authorities for data and giving out direct gifts. As such, the amount
to spend is not set in stone and is entirely up to you.

Population

To grow population a planet must have some farmers.
For growth, at least 2 colonists should be present.
Maximum population is capped by the number of built biodomes.

Morale

Planets with high morale grow their population faster.
The rate of work performed by Miners and Workers also increases
alongside it.

Laws

As Governors, Players can change some of the planetary laws.
However, no laws are enforced when the Defense Grid is offline.

Biodomes

Biodomes increase maximum population.

Defense Grid

Protects the planet from outside threats and enforces local laws.

Defense Grid is manned by Soldiers, and recharges faster, the
more are assigned to it.

When Defense Grid goes offline (or is not built at all), anyone
is free to re-claim the planet; the laws do not work either.

Shield Generator

Warehouse

If planetary laws allow it, other Players might be able to load
and unload cargo to and from it.

Governors can place buying orders and offer cargo from Warehouse
for sale. Players who are allowed to land, can then participate
in the trade.

CONS Terminal

Once built, CONS Terminal provides access to the Intergalactic
Marketplace.

Goods

Planets with a Marketplace can sell and buy goods directly to/from
the Warehouse. Any goods can be traded, and the prices are to be
picked by planet owners.

Quarry

Quarries enable planetary mining. The rate of work depends on the
number of assigned Miners, the rareness and extraction difficulty
of the desired mineral.

Refinery

Refineries automatically refine minerals from the Warehouse into
selected material. The rate of work depends on the number of assigned
Miners and the smelting difficulty of the material.

Factory

Factories manufacture new goods, provided a correct blueprint. Resources
are taken from the Warehouse. The rate of work depends on the number of
Workers assigned and the crafting difficulty of the target item.

Planets with laboratories can provide additional blueprints.

Laboratory

Laboratories enable research of new and exotic technologies.

Planet owners can uplink several laboratories to a common 'hub',
to combine their manpower together.

Different research projects take different time to complete,
require specific ingredients to bootstrap and allow various
donations for speed-up.

Laboratories can provide blueprints to the Factories, if both
exist on the same planet. Laboratories uplinked to remote planets
can also utilize those remote blueprints on local factories.

Wharf

New spaceships can be built in Wharfs, provided one has an
appropriate blueprint. The rate of work depends on the number of
Workers assigned and the crafting difficulty of the built ship.

Wharf can also provide Hull repairs. Planet governors are allowed
to assign a fee for each operation. The speed of repair depends
on the number of Workers assigned.